Oblivion

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winter_moon
Posts: 14
Joined: Thu Feb 24, 2005 5:51 pm

Oblivion

Post by winter_moon »

I have started work on a game I am currently calling Oblivion I hope that this will turn into a good and inovative game

The idea behind oblivion is:

I personally like FPS games but there were elements in them I didn't like and wanted to change.

I wanted a more dynamic landscape than the static meshed landscape as found in most FPS games in this game I wanted to do 3 things


-Give the ability to destroy the landscape completely with surficient rockets you can level the entire base.


-Which I hope should be default lead to the next thing a more tactical game as you have no preplaned route through the base you must workout how you can use your limited resources


-Also the enermy base will act and re-act to your actions using a typical RED ALERT example you may break into the power plant to shut down power to tesla coils. BUT you may also cut power lines or lay a mine depending on the situation. Also enermy technitians may repair minor problems.


I have started a few basic techdemos for the terrain scene node meshing hosted on this forum i would realy appriciate any comments. http://www.blindrage.co.uk/cgi-bin/yabb ... 1122843411
cpprules
Posts: 148
Joined: Wed Jul 27, 2005 8:37 pm
Location: on the Pedastal

Post by cpprules »

Is there any reason the name is conflicting with the next rpg from Elder Scrolls?
CRPG, FRPG, Oblivion Fan
Hater of Counter Strike (i hate it so much damn it)
winter_moon
Posts: 14
Joined: Thu Feb 24, 2005 5:51 pm

Oblivion

Post by winter_moon »

No I thought up the name idea a while back before the elder scrolls game came out so i'm thinking of changing it but havent got round to it yet.
Guest

Post by Guest »

lol good luck! i say the project is dead before the first tech. demo is out :?

ps: change the name!
winter_moon
Posts: 14
Joined: Thu Feb 24, 2005 5:51 pm

Post by winter_moon »

Yeh I know about the name thing has anyone got any suggestions as to the new name?

please post below
winter_moon
Posts: 14
Joined: Thu Feb 24, 2005 5:51 pm

Post by winter_moon »

I currently have a partial complete techdemo to demonstrate how far I have currently got with it.

The terrainscene node is normally the ground on most games but as I am going to have a tuneling option as well as a mole vechile (along with tanks, flame tanks, flying things etc..) mean that it must support tunneling through it somthing which no other game has done thus far to my knowledge.

The TechDemo shows a pretty crappy landscape as I havent yet made a level editor


The controls are quite simple.

- turn camera with mouse
- move forward/backward/strafe with arrow keys
- fire w/s

The techdemo is designed to test the meshing of the node as it is remeshed every frame and to prove to upton the his computor will not explode

A screenshot of the techdemo
www.blindrage.co.uk/Screens/Rob/TechDemo2.JPG

The TechDemo
http://www.blindrage.co.uk/Screens/Rob/ ... _11_02.zip TechDemo 2.77 MB
buhatkj
Posts: 444
Joined: Fri Dec 12, 2003 4:53 am
Contact:

red faction..

Post by buhatkj »

the game red faction was an FPS with a partially destructible landscape, but you're right, no game has enabled a fully destroyable landscape yet.
if you pull it off, to the point of even allowing vehicles to tunnel through the ground, tell me how!! I would be very impressed!!!
My irrlicht-based projects have gone underground for now, but if you want, check out my webcomic instead! http://brokenboomerang.net
winter_moon
Posts: 14
Joined: Thu Feb 24, 2005 5:51 pm

Post by winter_moon »

The TechDemo shows the landscape scene node working there are one with tunneling options. I did it by modelling the landscape with a 3d matrix of internal nodes which are on or off and make up the vertices the meshing was the main problem which I have solve in the demo. This is my first program so the coding is not very well constructed but if you want a copy of the code or have any questions or want to get involved email me at goss.robert@gmail.com

and I havent played red faction but have heard about it any feedback on howit works would be nice
Midnight
Posts: 1772
Joined: Fri Jul 02, 2004 2:37 pm
Location: Wonderland

Post by Midnight »

Not like you do it.

It used a solid mesh scene like any other game I think but it had sectionaly premodelled destructable models like a piller that chunks would fall off when you shoot it.

Not really anything like what you've created about to try the demo sounds like an awsome idea.


you could call it "The Core" lmfao
cpprules
Posts: 148
Joined: Wed Jul 27, 2005 8:37 pm
Location: on the Pedastal

Post by cpprules »

You should keep the name. You invented it in first place, maybe Elder Scrolls stole it. But anyway you could have troubles if your game is going to be commercial.
CRPG, FRPG, Oblivion Fan
Hater of Counter Strike (i hate it so much damn it)
winter_moon
Posts: 14
Joined: Thu Feb 24, 2005 5:51 pm

I wasn't really going to have this game as a commercial

Post by winter_moon »

I wasn't really going to have this game as a commercial venture I was thinking of possibly releasing it freeware.
Guest

Post by Guest »

I'm pretty interested as to how you're going to achieve the deformable terrain. It sounds as if you're effectively creating blocks of vertices that are pushed around when they're deformed (almost like those things with the pins in that you can take your hand impressions with) - wouldn't this be extremely resource intensive for even small levels?
cpprules
Posts: 148
Joined: Wed Jul 27, 2005 8:37 pm
Location: on the Pedastal

Post by cpprules »

Is the Red Faction only game with such feature, They did it and there wasn't some extra requirments, even before 3 years. I'm going to find out on RedFaction's homepage.
CRPG, FRPG, Oblivion Fan
Hater of Counter Strike (i hate it so much damn it)
winter_moon
Posts: 14
Joined: Thu Feb 24, 2005 5:51 pm

Post by winter_moon »

I have achieved the deformable terrain and the vertices are not moved around but set with a bool on or off but the program is resnobally RAM intensive but not that greatly I'm currently trying to impliment a simple LOD function into the scene node to make it run with less polies
cpprules
Posts: 148
Joined: Wed Jul 27, 2005 8:37 pm
Location: on the Pedastal

Post by cpprules »

It seems that Red Faction is using "Geo-Mod" engine. Anybody knows anything about it? ( 'cause google doesn't )
CRPG, FRPG, Oblivion Fan
Hater of Counter Strike (i hate it so much damn it)
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